Files
scummvm/engines/startrek/rooms/lovea.cpp
T
Matthew Stewart 8970909318 STARTREK: Reorganize includes in room.h
This should avoid the costly rebuild of everything in the 'rooms/'
folder, at least sometimes...
2018-08-09 08:37:30 +02:00

249 lines
7.6 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
// Common code for all rooms in LOVE mission.
// TODO: from a cursory glance, this seems to be different in the floppy version?
#include "startrek/room.h"
namespace StarTrek {
// Mccoy or Ferris say something under effects of laughing gas
void Room::loveaTimer0Expired() {
const TextRef ferrisText[] = {
TX_LOV0_039,
TX_LOV0_048,
TX_LOV0_045,
TX_LOV0_040,
TX_LOV0_042,
TX_LOV0_050,
TX_LOV0_043,
TX_LOV0_041,
TX_LOV0_047,
TX_LOV0_046,
TX_LOV0_039
};
const TextRef mccoyText[] = {
TX_LOV0_011,
TX_LOV0_020,
TX_LOV0_016,
TX_LOV0_012,
TX_LOV0_014,
TX_LOV0_022,
TX_LOV0_015,
TX_LOV0_021,
TX_LOV0_013,
TX_LOV0_019,
TX_LOV0_017
};
// BUGFIX: should range from 0-1, not 0-2. Original had "get name errors" when it
// rolled a 2.
byte randomVal = getRandomWordInRange(0, 1);
TextRef speaker;
const TextRef *textTable;
if (randomVal == 0 || _awayMission->redshirtDead) {
speaker = TX_SPEAKER_MCCOY;
textTable = mccoyText;
} else {
speaker = TX_SPEAKER_FERRIS;
textTable = ferrisText;
}
randomVal = getRandomWordInRange(0, 10);
showText(speaker, textTable[randomVal]);
if (!_awayMission->love.releasedRomulanLaughingGas) {
const int spockText[] = {
TX_LOV0_029,
TX_LOV0_033,
TX_LOV0_026,
TX_LOV0_124
};
showText(TX_SPEAKER_SPOCK, spockText[getRandomWordInRange(0, 3)]);
// BUG(?): This is in an if statement, meaning the human crewmen stop talking from
// laughing gas if Spock is under laughing gas effects. Might be intentional, to
// reduce "spamming" of text?
_awayMission->timers[0] = getRandomWordInRange(200, 400);
}
}
// Spock says something under effects of laughing gas
void Room::loveaTimer1Expired() {
const int spockText[] = {
TX_LOV0_025,
TX_LOV0_101,
TX_LOV0_102,
TX_LOV0_103,
TX_LOV0_104,
TX_LOV0_105,
TX_LOV0_106,
TX_LOV0_107
};
showText(TX_SPEAKER_SPOCK, spockText[getRandomWordInRange(0, 7)]);
_awayMission->timers[1] = getRandomWordInRange(200, 400);
}
void Room::loveaUseMedkitOnSpock() {
if (_awayMission->love.spockCured)
showText(TX_SPEAKER_MCCOY, TX_LOV5_015);
else
showText(TX_SPEAKER_MCCOY, TX_LOV5_019);
}
void Room::loveaUseCureSampleOnSpock() {
if (_awayMission->love.spockCured) {
walkCrewman(OBJECT_SPOCK, _roomVar.love.cmnXPosToCureSpock, _roomVar.love.cmnYPosToCureSpock, 99);
walkCrewman(OBJECT_MCCOY, _roomVar.love.cmnXPosToCureSpock, _roomVar.love.cmnYPosToCureSpock + 10, 99);
} else
showText(TX_SPEAKER_MCCOY, TX_LOVA_F55);
}
void Room::loveaUseCureOnSpock() {
if (_awayMission->love.spockCured)
showText(TX_SPEAKER_MCCOY, TX_LOV5_015);
else {
walkCrewman(OBJECT_SPOCK, _roomVar.love.cmnXPosToCureSpock, _roomVar.love.cmnYPosToCureSpock, 99);
walkCrewman(OBJECT_MCCOY, _roomVar.love.cmnXPosToCureSpock, _roomVar.love.cmnYPosToCureSpock + 10, 99);
}
}
void Room::loveaSpockOrMccoyInPositionToUseCure() {
_roomVar.love.spockAndMccoyReadyToUseCure++;
if (_roomVar.love.spockAndMccoyReadyToUseCure == 2)
loadActorAnim2(OBJECT_MCCOY, "musemn", -1, -1, 99);
}
void Room::loveaFinishedCuringSpock() {
showText(TX_SPEAKER_MCCOY, TX_LOV5_030);
showText(TX_SPEAKER_SPOCK, TX_LOV5_038);
showText(TX_SPEAKER_MCCOY, TX_LOV5_027);
showText(TX_SPEAKER_SPOCK, TX_LOV5C001);
_awayMission->love.spockCured = true;
}
// Timer 2 counts down the time until Spock and the Romulans succumb to the virus.
// BUG(-ish): once Spock is cured, the romulans will never succumb to the virus.
void Room::loveaTimer2Expired() {
if (!_awayMission->love.spockCured) {
_awayMission->love.spockInfectionCounter++;
if (_awayMission->love.spockInfectionCounter >= 100) { // Spock succumbs, game over
loadActorAnim(OBJECT_SPOCK, "sgetdn", -1, -1, 0);
playMidiMusicTracks(2, -1); // FIXME: assembly had no second parameter...?
showText(TX_GENER004);
showGameOverMenu();
} else if (_awayMission->love.spockInfectionCounter == 15) {
showText(TX_SPEAKER_SPOCK, TX_SPOKCOFF);
_awayMission->love.spockInfectionCounter++;
} else if (_awayMission->love.spockInfectionCounter == 30) {
showText(TX_SPEAKER_MCCOY, TX_LOVA_F08);
_awayMission->love.spockInfectionCounter++;
} else if (_awayMission->love.spockInfectionCounter == 45) {
showText(TX_SPEAKER_SPOCK, TX_SPOKCOFF);
_awayMission->love.spockInfectionCounter++;
} else if (_awayMission->love.spockInfectionCounter == 60) {
showText(TX_SPEAKER_SPOCK, TX_LOVA_F54);
_awayMission->love.romulansUnconsciousFromVirus = true;
_awayMission->love.spockInfectionCounter++;
}
}
_awayMission->timers[2] = 200;
}
void Room::loveaUseMTricorderOnSpock() {
// Mccoy doesn't do his animation, I guess because he doesn't know which way to face?
// (possible future enhancement?)
playSoundEffectIndex(SND_TRICORDER);
if (_awayMission->love.spockCured)
showText(TX_SPEAKER_MCCOY, TX_LOVA_F01);
else if (!_awayMission->love.knowAboutVirus)
showText(TX_SPEAKER_MCCOY, TX_LOVA_F02);
else if (_awayMission->love.spockInfectionCounter < 10)
showText(TX_SPEAKER_MCCOY, TX_LOVA_F04);
else if (_awayMission->love.spockInfectionCounter < 30)
showText(TX_SPEAKER_MCCOY, TX_LOVA_F03);
else if (_awayMission->love.spockInfectionCounter < 50)
showText(TX_SPEAKER_MCCOY, TX_LOVA_F08);
else if (_awayMission->love.spockInfectionCounter < 70) // BUGFIX: < 70 instead of == 70
showText(TX_SPEAKER_MCCOY, TX_TUG2_010);
else if (_awayMission->love.spockInfectionCounter < 100)
showText(TX_SPEAKER_MCCOY, TX_LOVA_F10);
else
showText(TX_SPEAKER_MCCOY, TX_LOVA_100);
}
void Room::loveaUseMTricorderOnHuman() {
playSoundEffectIndex(SND_TRICORDER);
showText(TX_SPEAKER_MCCOY, TX_LOVA_F07);
}
void Room::loveaUseRomulanLaughingGas() {
showText(TX_LOV2N005);
_awayMission->love.releasedRomulanLaughingGas = true;
loseItem(OBJECT_IRLG);
// BUGFIX: start the effects immediately
_awayMission->timers[1] = getRandomWordInRange(200, 400);
}
void Room::loveaUseHumanLaughingGas() {
showText(TX_LOV2N005);
showText(TX_SPEAKER_SPOCK, TX_MUD2_040);
_awayMission->love.releasedHumanLaughingGas = true;
loseItem(OBJECT_IN2O);
playMidiMusicTracks(3, -1); // FIXME: assembly had no second parameter...?
// BUGFIX: start the effects immediately
_awayMission->timers[0] = getRandomWordInRange(200, 400);
}
void Room::loveaUseAmmonia() {
showText(TX_LOV2N005);
// TODO: redshirt says something in floppy edition only
loseItem(OBJECT_INH3);
}
void Room::loveaUseCommunicator() {
// There were originally number of branches here, based on whether we've got the cure
// and whether we've contacted the enterprise already; but all of them branch to the
// exact same code.
// TODO: perhaps the floppy edition had different text for each case.
showText(TX_SPEAKER_KIRK, TX_MUD4_018);
showText(TX_SPEAKER_UHURA, TX_BRIDU146);
showText(TX_SPEAKER_KIRK, TX_VENA_F41);
_awayMission->love.contactedEnterpriseBeforeCure = true;
}
}